void IInitializeNotifiable.OnInitialize() { if (InitialState.ShouldRender) { NumberRenderer.Render(InitialState.Value); } }
/// <summary> /// 타일 맵 가장 자리에 타일 인덱스를 표시한다. /// </summary> private void CreateBorderTileIndex() { // 상 for (int x = m_Bounds.xMin; x < m_Bounds.xMax; x++) { GameObject tileIndex = Instantiate(m_TileIndexPrefab, this.transform) as GameObject; tileIndex.transform.position = new Vector3(x + 0.5f, m_Bounds.yMax + 0.5f, 0f); NumberRenderer tileIndexNumber = tileIndex.GetComponent <NumberRenderer>(); tileIndexNumber.RenderNumber(Mathf.Abs(x)); m_TileIndexRenderers.Add(tileIndexNumber); } // 하 for (int x = m_Bounds.xMin; x < m_Bounds.xMax; x++) { GameObject tileIndex = Instantiate(m_TileIndexPrefab, this.transform) as GameObject; tileIndex.transform.position = new Vector3(x + 0.5f, m_Bounds.yMin - 0.5f, 0f); NumberRenderer tileIndexNumber = tileIndex.GetComponent <NumberRenderer>(); tileIndexNumber.RenderNumber(Mathf.Abs(x)); m_TileIndexRenderers.Add(tileIndexNumber); } // 좌 for (int y = m_Bounds.yMin; y < m_Bounds.yMax; y++) { GameObject tileIndex = Instantiate(m_TileIndexPrefab, this.transform) as GameObject; tileIndex.transform.position = new Vector3(m_Bounds.xMin - 0.5f, y + 0.5f, 0f); NumberRenderer tileIndexNumber = tileIndex.GetComponent <NumberRenderer>(); tileIndexNumber.RenderNumber(Mathf.Abs(y)); m_TileIndexRenderers.Add(tileIndexNumber); } // 우 for (int y = m_Bounds.yMin; y < m_Bounds.yMax; y++) { GameObject tileIndex = Instantiate(m_TileIndexPrefab, this.transform) as GameObject; tileIndex.transform.position = new Vector3(m_Bounds.xMax + 0.5f, y + 0.5f, 0f); NumberRenderer tileIndexNumber = tileIndex.GetComponent <NumberRenderer>(); tileIndexNumber.RenderNumber(Mathf.Abs(y)); m_TileIndexRenderers.Add(tileIndexNumber); } }